Don't add an aura tooltip to bubble close buttons on Windows.
[chromium-blink-merge.git] / gpu / command_buffer / service / feature_info.cc
blobdcbdb8fbf37a99c59db6bd812895dde8e0156f8b
1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "gpu/command_buffer/service/feature_info.h"
7 #include <set>
9 #include "base/command_line.h"
10 #include "base/macros.h"
11 #include "base/metrics/histogram.h"
12 #include "base/strings/string_number_conversions.h"
13 #include "base/strings/string_split.h"
14 #include "base/strings/string_util.h"
15 #include "gpu/command_buffer/service/gl_utils.h"
16 #include "gpu/command_buffer/service/gpu_switches.h"
17 #include "ui/gl/gl_fence.h"
18 #include "ui/gl/gl_implementation.h"
20 #if !defined(OS_MACOSX)
21 #include "ui/gl/gl_fence_egl.h"
22 #endif
24 namespace gpu {
25 namespace gles2 {
27 namespace {
29 struct FormatInfo {
30 GLenum format;
31 const GLenum* types;
32 size_t count;
35 class StringSet {
36 public:
37 StringSet() {}
39 StringSet(const char* s) {
40 Init(s);
43 StringSet(const std::string& str) {
44 Init(str);
47 StringSet(const std::vector<std::string>& strs) {
48 string_set_.insert(strs.begin(), strs.end());
51 void Init(const char* s) {
52 std::string str(s ? s : "");
53 Init(str);
56 void Init(const std::string& str) {
57 std::vector<std::string> tokens;
58 Tokenize(str, " ", &tokens);
59 string_set_.insert(tokens.begin(), tokens.end());
62 bool Contains(const char* s) {
63 return string_set_.find(s) != string_set_.end();
66 bool Contains(const std::string& s) {
67 return string_set_.find(s) != string_set_.end();
70 const std::set<std::string>& GetImpl() {
71 return string_set_;
74 private:
75 std::set<std::string> string_set_;
78 // Process a string of wordaround type IDs (seperated by ',') and set up
79 // the corresponding Workaround flags.
80 void StringToWorkarounds(
81 const std::string& types, FeatureInfo::Workarounds* workarounds) {
82 DCHECK(workarounds);
83 std::vector<std::string> pieces;
84 base::SplitString(types, ',', &pieces);
85 for (size_t i = 0; i < pieces.size(); ++i) {
86 int number = 0;
87 bool succeed = base::StringToInt(pieces[i], &number);
88 DCHECK(succeed);
89 switch (number) {
90 #define GPU_OP(type, name) \
91 case gpu::type: \
92 workarounds->name = true; \
93 break;
94 GPU_DRIVER_BUG_WORKAROUNDS(GPU_OP)
95 #undef GPU_OP
96 default:
97 NOTIMPLEMENTED();
100 if (workarounds->max_texture_size_limit_4096)
101 workarounds->max_texture_size = 4096;
102 if (workarounds->max_cube_map_texture_size_limit_4096)
103 workarounds->max_cube_map_texture_size = 4096;
104 if (workarounds->max_cube_map_texture_size_limit_1024)
105 workarounds->max_cube_map_texture_size = 1024;
106 if (workarounds->max_cube_map_texture_size_limit_512)
107 workarounds->max_cube_map_texture_size = 512;
109 if (workarounds->max_fragment_uniform_vectors_32)
110 workarounds->max_fragment_uniform_vectors = 32;
111 if (workarounds->max_varying_vectors_16)
112 workarounds->max_varying_vectors = 16;
113 if (workarounds->max_vertex_uniform_vectors_256)
114 workarounds->max_vertex_uniform_vectors = 256;
117 } // anonymous namespace.
119 FeatureInfo::FeatureFlags::FeatureFlags()
120 : chromium_color_buffer_float_rgba(false),
121 chromium_color_buffer_float_rgb(false),
122 chromium_framebuffer_multisample(false),
123 chromium_sync_query(false),
124 use_core_framebuffer_multisample(false),
125 multisampled_render_to_texture(false),
126 use_img_for_multisampled_render_to_texture(false),
127 oes_standard_derivatives(false),
128 oes_egl_image_external(false),
129 oes_depth24(false),
130 oes_compressed_etc1_rgb8_texture(false),
131 packed_depth24_stencil8(false),
132 npot_ok(false),
133 enable_texture_float_linear(false),
134 enable_texture_half_float_linear(false),
135 angle_translated_shader_source(false),
136 angle_pack_reverse_row_order(false),
137 arb_texture_rectangle(false),
138 angle_instanced_arrays(false),
139 occlusion_query_boolean(false),
140 use_arb_occlusion_query2_for_occlusion_query_boolean(false),
141 use_arb_occlusion_query_for_occlusion_query_boolean(false),
142 native_vertex_array_object(false),
143 ext_texture_format_atc(false),
144 ext_texture_format_bgra8888(false),
145 ext_texture_format_dxt1(false),
146 ext_texture_format_dxt5(false),
147 enable_shader_name_hashing(false),
148 enable_samplers(false),
149 ext_draw_buffers(false),
150 nv_draw_buffers(false),
151 ext_frag_depth(false),
152 ext_shader_texture_lod(false),
153 use_async_readpixels(false),
154 map_buffer_range(false),
155 ext_discard_framebuffer(false),
156 angle_depth_texture(false),
157 is_swiftshader(false),
158 angle_texture_usage(false),
159 ext_texture_storage(false),
160 chromium_path_rendering(false),
161 blend_equation_advanced(false),
162 blend_equation_advanced_coherent(false),
163 ext_texture_rg(false),
164 enable_subscribe_uniform(false) {
167 FeatureInfo::Workarounds::Workarounds() :
168 #define GPU_OP(type, name) name(false),
169 GPU_DRIVER_BUG_WORKAROUNDS(GPU_OP)
170 #undef GPU_OP
171 max_texture_size(0),
172 max_cube_map_texture_size(0),
173 max_fragment_uniform_vectors(0),
174 max_varying_vectors(0),
175 max_vertex_uniform_vectors(0) {
178 FeatureInfo::FeatureInfo() {
179 InitializeBasicState(*base::CommandLine::ForCurrentProcess());
182 FeatureInfo::FeatureInfo(const base::CommandLine& command_line) {
183 InitializeBasicState(command_line);
186 void FeatureInfo::InitializeBasicState(const base::CommandLine& command_line) {
187 if (command_line.HasSwitch(switches::kGpuDriverBugWorkarounds)) {
188 std::string types = command_line.GetSwitchValueASCII(
189 switches::kGpuDriverBugWorkarounds);
190 StringToWorkarounds(types, &workarounds_);
192 feature_flags_.enable_shader_name_hashing =
193 !command_line.HasSwitch(switches::kDisableShaderNameHashing);
195 feature_flags_.is_swiftshader =
196 (command_line.GetSwitchValueASCII(switches::kUseGL) == "swiftshader");
198 feature_flags_.enable_subscribe_uniform =
199 command_line.HasSwitch(switches::kEnableSubscribeUniformExtension);
201 static const GLenum kAlphaTypes[] = {
202 GL_UNSIGNED_BYTE,
204 static const GLenum kRGBTypes[] = {
205 GL_UNSIGNED_BYTE,
206 GL_UNSIGNED_SHORT_5_6_5,
208 static const GLenum kRGBATypes[] = {
209 GL_UNSIGNED_BYTE,
210 GL_UNSIGNED_SHORT_4_4_4_4,
211 GL_UNSIGNED_SHORT_5_5_5_1,
213 static const GLenum kLuminanceTypes[] = {
214 GL_UNSIGNED_BYTE,
216 static const GLenum kLuminanceAlphaTypes[] = {
217 GL_UNSIGNED_BYTE,
219 static const FormatInfo kFormatTypes[] = {
220 { GL_ALPHA, kAlphaTypes, arraysize(kAlphaTypes), },
221 { GL_RGB, kRGBTypes, arraysize(kRGBTypes), },
222 { GL_RGBA, kRGBATypes, arraysize(kRGBATypes), },
223 { GL_LUMINANCE, kLuminanceTypes, arraysize(kLuminanceTypes), },
224 { GL_LUMINANCE_ALPHA, kLuminanceAlphaTypes,
225 arraysize(kLuminanceAlphaTypes), } ,
227 for (size_t ii = 0; ii < arraysize(kFormatTypes); ++ii) {
228 const FormatInfo& info = kFormatTypes[ii];
229 ValueValidator<GLenum>& validator = texture_format_validators_[info.format];
230 for (size_t jj = 0; jj < info.count; ++jj) {
231 validator.AddValue(info.types[jj]);
236 bool FeatureInfo::Initialize() {
237 disallowed_features_ = DisallowedFeatures();
238 InitializeFeatures();
239 return true;
242 bool FeatureInfo::Initialize(const DisallowedFeatures& disallowed_features) {
243 disallowed_features_ = disallowed_features;
244 InitializeFeatures();
245 return true;
248 bool IsGL_REDSupportedOnFBOs() {
249 // Skia uses GL_RED with frame buffers, unfortunately, Mesa claims to support
250 // GL_EXT_texture_rg, but it doesn't support it on frame buffers. To fix
251 // this, we try it, and if it fails, we don't expose GL_EXT_texture_rg.
252 GLint fb_binding = 0;
253 GLint tex_binding = 0;
254 glGetIntegerv(GL_FRAMEBUFFER_BINDING, &fb_binding);
255 glGetIntegerv(GL_TEXTURE_BINDING_2D, &tex_binding);
257 GLuint textureId = 0;
258 glGenTextures(1, &textureId);
259 glBindTexture(GL_TEXTURE_2D, textureId);
260 GLubyte data[1] = {0};
261 glTexImage2D(GL_TEXTURE_2D, 0, GL_RED_EXT, 1, 1, 0, GL_RED_EXT,
262 GL_UNSIGNED_BYTE, data);
263 GLuint textureFBOID = 0;
264 glGenFramebuffersEXT(1, &textureFBOID);
265 glBindFramebufferEXT(GL_FRAMEBUFFER, textureFBOID);
266 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
267 textureId, 0);
268 bool result =
269 glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_UNSUPPORTED;
270 glDeleteFramebuffersEXT(1, &textureFBOID);
271 glDeleteTextures(1, &textureId);
273 glBindFramebufferEXT(GL_FRAMEBUFFER, static_cast<GLuint>(fb_binding));
274 glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(tex_binding));
276 DCHECK(glGetError() == GL_NO_ERROR);
278 return result;
281 void FeatureInfo::InitializeFeatures() {
282 // Figure out what extensions to turn on.
283 StringSet extensions;
284 // We need to figure out how to query the extension string before we
285 // have a GLVersionInfo available.
286 const char* version_str =
287 reinterpret_cast<const char*>(glGetString(GL_VERSION));
288 unsigned major_version, minor_version;
289 bool is_es, is_es3;
290 gfx::GLVersionInfo::ParseVersionString(
291 version_str, &major_version, &minor_version, &is_es, &is_es3);
292 if (!is_es && major_version >= 3) {
293 std::vector<std::string> exts;
294 GLint num_extensions = 0;
295 glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
296 for (GLint i = 0; i < num_extensions; ++i) {
297 const char* extension = reinterpret_cast<const char*>(
298 glGetStringi(GL_EXTENSIONS, i));
299 DCHECK(extension != NULL);
300 exts.push_back(extension);
302 extensions = exts;
303 } else {
304 extensions = reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS));
307 const char* renderer_str =
308 reinterpret_cast<const char*>(glGetString(GL_RENDERER));
310 gl_version_info_.reset(new gfx::GLVersionInfo(
311 version_str, renderer_str, extensions.GetImpl()));
313 AddExtensionString("GL_ANGLE_translated_shader_source");
314 AddExtensionString("GL_CHROMIUM_async_pixel_transfers");
315 AddExtensionString("GL_CHROMIUM_bind_uniform_location");
316 AddExtensionString("GL_CHROMIUM_command_buffer_query");
317 AddExtensionString("GL_CHROMIUM_command_buffer_latency_query");
318 AddExtensionString("GL_CHROMIUM_copy_texture");
319 AddExtensionString("GL_CHROMIUM_get_error_query");
320 AddExtensionString("GL_CHROMIUM_lose_context");
321 AddExtensionString("GL_CHROMIUM_pixel_transfer_buffer_object");
322 AddExtensionString("GL_CHROMIUM_rate_limit_offscreen_context");
323 AddExtensionString("GL_CHROMIUM_resize");
324 AddExtensionString("GL_CHROMIUM_resource_safe");
325 AddExtensionString("GL_CHROMIUM_strict_attribs");
326 AddExtensionString("GL_CHROMIUM_texture_mailbox");
327 AddExtensionString("GL_CHROMIUM_trace_marker");
328 AddExtensionString("GL_EXT_debug_marker");
330 if (feature_flags_.enable_subscribe_uniform) {
331 AddExtensionString("GL_CHROMIUM_subscribe_uniform");
334 // OES_vertex_array_object is emulated if not present natively,
335 // so the extension string is always exposed.
336 AddExtensionString("GL_OES_vertex_array_object");
338 if (!disallowed_features_.gpu_memory_manager)
339 AddExtensionString("GL_CHROMIUM_gpu_memory_manager");
341 if (extensions.Contains("GL_ANGLE_translated_shader_source")) {
342 feature_flags_.angle_translated_shader_source = true;
345 // Check if we should allow GL_EXT_texture_compression_dxt1 and
346 // GL_EXT_texture_compression_s3tc.
347 bool enable_dxt1 = false;
348 bool enable_dxt3 = false;
349 bool enable_dxt5 = false;
350 bool have_s3tc = extensions.Contains("GL_EXT_texture_compression_s3tc");
351 bool have_dxt3 =
352 have_s3tc || extensions.Contains("GL_ANGLE_texture_compression_dxt3");
353 bool have_dxt5 =
354 have_s3tc || extensions.Contains("GL_ANGLE_texture_compression_dxt5");
356 if (extensions.Contains("GL_EXT_texture_compression_dxt1") || have_s3tc) {
357 enable_dxt1 = true;
359 if (have_dxt3) {
360 enable_dxt3 = true;
362 if (have_dxt5) {
363 enable_dxt5 = true;
366 if (enable_dxt1) {
367 feature_flags_.ext_texture_format_dxt1 = true;
369 AddExtensionString("GL_EXT_texture_compression_dxt1");
370 validators_.compressed_texture_format.AddValue(
371 GL_COMPRESSED_RGB_S3TC_DXT1_EXT);
372 validators_.compressed_texture_format.AddValue(
373 GL_COMPRESSED_RGBA_S3TC_DXT1_EXT);
376 if (enable_dxt3) {
377 // The difference between GL_EXT_texture_compression_s3tc and
378 // GL_CHROMIUM_texture_compression_dxt3 is that the former
379 // requires on the fly compression. The latter does not.
380 AddExtensionString("GL_CHROMIUM_texture_compression_dxt3");
381 validators_.compressed_texture_format.AddValue(
382 GL_COMPRESSED_RGBA_S3TC_DXT3_EXT);
385 if (enable_dxt5) {
386 feature_flags_.ext_texture_format_dxt5 = true;
388 // The difference between GL_EXT_texture_compression_s3tc and
389 // GL_CHROMIUM_texture_compression_dxt5 is that the former
390 // requires on the fly compression. The latter does not.
391 AddExtensionString("GL_CHROMIUM_texture_compression_dxt5");
392 validators_.compressed_texture_format.AddValue(
393 GL_COMPRESSED_RGBA_S3TC_DXT5_EXT);
396 bool have_atc = extensions.Contains("GL_AMD_compressed_ATC_texture") ||
397 extensions.Contains("GL_ATI_texture_compression_atitc");
398 if (have_atc) {
399 feature_flags_.ext_texture_format_atc = true;
401 AddExtensionString("GL_AMD_compressed_ATC_texture");
402 validators_.compressed_texture_format.AddValue(GL_ATC_RGB_AMD);
403 validators_.compressed_texture_format.AddValue(
404 GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD);
407 // Check if we should enable GL_EXT_texture_filter_anisotropic.
408 if (extensions.Contains("GL_EXT_texture_filter_anisotropic")) {
409 AddExtensionString("GL_EXT_texture_filter_anisotropic");
410 validators_.texture_parameter.AddValue(
411 GL_TEXTURE_MAX_ANISOTROPY_EXT);
412 validators_.g_l_state.AddValue(
413 GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT);
416 // Check if we should support GL_OES_packed_depth_stencil and/or
417 // GL_GOOGLE_depth_texture / GL_CHROMIUM_depth_texture.
419 // NOTE: GL_OES_depth_texture requires support for depth cubemaps.
420 // GL_ARB_depth_texture requires other features that
421 // GL_OES_packed_depth_stencil does not provide.
423 // Therefore we made up GL_GOOGLE_depth_texture / GL_CHROMIUM_depth_texture.
425 // GL_GOOGLE_depth_texture is legacy. As we exposed it into NaCl we can't
426 // get rid of it.
428 bool enable_depth_texture = false;
429 if (!workarounds_.disable_depth_texture &&
430 (extensions.Contains("GL_ARB_depth_texture") ||
431 extensions.Contains("GL_OES_depth_texture") ||
432 extensions.Contains("GL_ANGLE_depth_texture") ||
433 gl_version_info_->is_es3 ||
434 gl_version_info_->is_desktop_core_profile)) {
435 enable_depth_texture = true;
436 feature_flags_.angle_depth_texture =
437 extensions.Contains("GL_ANGLE_depth_texture");
440 if (enable_depth_texture) {
441 AddExtensionString("GL_CHROMIUM_depth_texture");
442 AddExtensionString("GL_GOOGLE_depth_texture");
443 texture_format_validators_[GL_DEPTH_COMPONENT].AddValue(GL_UNSIGNED_SHORT);
444 texture_format_validators_[GL_DEPTH_COMPONENT].AddValue(GL_UNSIGNED_INT);
445 validators_.texture_internal_format.AddValue(GL_DEPTH_COMPONENT);
446 validators_.texture_format.AddValue(GL_DEPTH_COMPONENT);
447 validators_.pixel_type.AddValue(GL_UNSIGNED_SHORT);
448 validators_.pixel_type.AddValue(GL_UNSIGNED_INT);
451 if (extensions.Contains("GL_EXT_packed_depth_stencil") ||
452 extensions.Contains("GL_OES_packed_depth_stencil") ||
453 gl_version_info_->is_es3 ||
454 gl_version_info_->is_desktop_core_profile) {
455 AddExtensionString("GL_OES_packed_depth_stencil");
456 feature_flags_.packed_depth24_stencil8 = true;
457 if (enable_depth_texture) {
458 texture_format_validators_[GL_DEPTH_STENCIL]
459 .AddValue(GL_UNSIGNED_INT_24_8);
460 validators_.texture_internal_format.AddValue(GL_DEPTH_STENCIL);
461 validators_.texture_format.AddValue(GL_DEPTH_STENCIL);
462 validators_.pixel_type.AddValue(GL_UNSIGNED_INT_24_8);
464 validators_.render_buffer_format.AddValue(GL_DEPTH24_STENCIL8);
467 if (gl_version_info_->is_es3 ||
468 gl_version_info_->is_desktop_core_profile ||
469 extensions.Contains("GL_OES_vertex_array_object") ||
470 extensions.Contains("GL_ARB_vertex_array_object") ||
471 extensions.Contains("GL_APPLE_vertex_array_object")) {
472 feature_flags_.native_vertex_array_object = true;
475 // If we're using client_side_arrays we have to emulate
476 // vertex array objects since vertex array objects do not work
477 // with client side arrays.
478 if (workarounds_.use_client_side_arrays_for_stream_buffers) {
479 feature_flags_.native_vertex_array_object = false;
482 if (gl_version_info_->is_es3 ||
483 extensions.Contains("GL_OES_element_index_uint") ||
484 gfx::HasDesktopGLFeatures()) {
485 AddExtensionString("GL_OES_element_index_uint");
486 validators_.index_type.AddValue(GL_UNSIGNED_INT);
489 // With EXT_sRGB, unsized SRGB_EXT and SRGB_ALPHA_EXT are accepted by the
490 // <format> and <internalformat> parameter of TexImage2D. GLES3 adds support
491 // for SRGB Textures but the accepted internal formats for TexImage2D are only
492 // sized formats GL_SRGB8 and GL_SRGB8_ALPHA8. Also, SRGB_EXT isn't a valid
493 // <format> in this case. So, even with GLES3 explicitly check for
494 // GL_EXT_sRGB.
495 if (((gl_version_info_->is_es3 ||
496 extensions.Contains("GL_OES_rgb8_rgba8")) &&
497 extensions.Contains("GL_EXT_sRGB")) || gfx::HasDesktopGLFeatures()) {
498 AddExtensionString("GL_EXT_sRGB");
499 texture_format_validators_[GL_SRGB_EXT].AddValue(GL_UNSIGNED_BYTE);
500 texture_format_validators_[GL_SRGB_ALPHA_EXT].AddValue(GL_UNSIGNED_BYTE);
501 validators_.texture_internal_format.AddValue(GL_SRGB_EXT);
502 validators_.texture_internal_format.AddValue(GL_SRGB_ALPHA_EXT);
503 validators_.texture_format.AddValue(GL_SRGB_EXT);
504 validators_.texture_format.AddValue(GL_SRGB_ALPHA_EXT);
505 validators_.render_buffer_format.AddValue(GL_SRGB8_ALPHA8_EXT);
506 validators_.frame_buffer_parameter.AddValue(
507 GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT);
510 bool enable_texture_format_bgra8888 = false;
511 bool enable_read_format_bgra = false;
512 bool enable_render_buffer_bgra = false;
513 bool enable_immutable_texture_format_bgra_on_es3 =
514 extensions.Contains("GL_APPLE_texture_format_BGRA8888");
516 // Check if we should allow GL_EXT_texture_format_BGRA8888
517 if (extensions.Contains("GL_EXT_texture_format_BGRA8888") ||
518 enable_immutable_texture_format_bgra_on_es3 ||
519 extensions.Contains("GL_EXT_bgra")) {
520 enable_texture_format_bgra8888 = true;
523 // Only desktop GL extension GL_EXT_bgra or ANGLE guarantee that we can
524 // allocate a renderbuffer with this format.
525 if (extensions.Contains("GL_EXT_bgra") || gl_version_info_->is_angle) {
526 enable_render_buffer_bgra = true;
529 if (extensions.Contains("GL_EXT_read_format_bgra") ||
530 extensions.Contains("GL_EXT_bgra")) {
531 enable_read_format_bgra = true;
534 if (enable_texture_format_bgra8888) {
535 feature_flags_.ext_texture_format_bgra8888 = true;
536 AddExtensionString("GL_EXT_texture_format_BGRA8888");
537 texture_format_validators_[GL_BGRA_EXT].AddValue(GL_UNSIGNED_BYTE);
538 validators_.texture_internal_format.AddValue(GL_BGRA_EXT);
539 validators_.texture_format.AddValue(GL_BGRA_EXT);
542 if (enable_read_format_bgra) {
543 AddExtensionString("GL_EXT_read_format_bgra");
544 validators_.read_pixel_format.AddValue(GL_BGRA_EXT);
547 if (enable_render_buffer_bgra) {
548 AddExtensionString("GL_CHROMIUM_renderbuffer_format_BGRA8888");
549 validators_.render_buffer_format.AddValue(GL_BGRA8_EXT);
552 if (extensions.Contains("GL_OES_rgb8_rgba8") || gfx::HasDesktopGLFeatures()) {
553 AddExtensionString("GL_OES_rgb8_rgba8");
554 validators_.render_buffer_format.AddValue(GL_RGB8_OES);
555 validators_.render_buffer_format.AddValue(GL_RGBA8_OES);
558 // Check if we should allow GL_OES_texture_npot
559 if (gl_version_info_->is_es3 ||
560 gl_version_info_->is_desktop_core_profile ||
561 extensions.Contains("GL_ARB_texture_non_power_of_two") ||
562 extensions.Contains("GL_OES_texture_npot")) {
563 AddExtensionString("GL_OES_texture_npot");
564 feature_flags_.npot_ok = true;
567 // Check if we should allow GL_OES_texture_float, GL_OES_texture_half_float,
568 // GL_OES_texture_float_linear, GL_OES_texture_half_float_linear
569 bool enable_texture_float = false;
570 bool enable_texture_float_linear = false;
571 bool enable_texture_half_float = false;
572 bool enable_texture_half_float_linear = false;
574 bool may_enable_chromium_color_buffer_float = false;
576 if (extensions.Contains("GL_ARB_texture_float") ||
577 gl_version_info_->is_desktop_core_profile) {
578 enable_texture_float = true;
579 enable_texture_float_linear = true;
580 enable_texture_half_float = true;
581 enable_texture_half_float_linear = true;
582 may_enable_chromium_color_buffer_float = true;
583 } else {
584 // GLES3 adds support for Float type by default but it doesn't support all
585 // formats as GL_OES_texture_float(i.e.LUMINANCE_ALPHA,LUMINANCE and Alpha)
586 if (extensions.Contains("GL_OES_texture_float")) {
587 enable_texture_float = true;
588 if (extensions.Contains("GL_OES_texture_float_linear")) {
589 enable_texture_float_linear = true;
591 // This extension allows a variety of floating point formats to be
592 // rendered to via framebuffer objects. Enable it's usage only if
593 // support for Floating textures is enabled.
594 if ((gl_version_info_->is_es3 &&
595 extensions.Contains("GL_EXT_color_buffer_float")) ||
596 gl_version_info_->is_angle) {
597 may_enable_chromium_color_buffer_float = true;
601 // TODO(dshwang): GLES3 supports half float by default but GL_HALF_FLOAT_OES
602 // isn't equal to GL_HALF_FLOAT.
603 if (extensions.Contains("GL_OES_texture_half_float")) {
604 enable_texture_half_float = true;
605 if (extensions.Contains("GL_OES_texture_half_float_linear")) {
606 enable_texture_half_float_linear = true;
611 if (enable_texture_float) {
612 texture_format_validators_[GL_ALPHA].AddValue(GL_FLOAT);
613 texture_format_validators_[GL_RGB].AddValue(GL_FLOAT);
614 texture_format_validators_[GL_RGBA].AddValue(GL_FLOAT);
615 texture_format_validators_[GL_LUMINANCE].AddValue(GL_FLOAT);
616 texture_format_validators_[GL_LUMINANCE_ALPHA].AddValue(GL_FLOAT);
617 validators_.pixel_type.AddValue(GL_FLOAT);
618 validators_.read_pixel_type.AddValue(GL_FLOAT);
619 AddExtensionString("GL_OES_texture_float");
620 if (enable_texture_float_linear) {
621 AddExtensionString("GL_OES_texture_float_linear");
625 if (enable_texture_half_float) {
626 texture_format_validators_[GL_ALPHA].AddValue(GL_HALF_FLOAT_OES);
627 texture_format_validators_[GL_RGB].AddValue(GL_HALF_FLOAT_OES);
628 texture_format_validators_[GL_RGBA].AddValue(GL_HALF_FLOAT_OES);
629 texture_format_validators_[GL_LUMINANCE].AddValue(GL_HALF_FLOAT_OES);
630 texture_format_validators_[GL_LUMINANCE_ALPHA].AddValue(GL_HALF_FLOAT_OES);
631 validators_.pixel_type.AddValue(GL_HALF_FLOAT_OES);
632 validators_.read_pixel_type.AddValue(GL_HALF_FLOAT_OES);
633 AddExtensionString("GL_OES_texture_half_float");
634 if (enable_texture_half_float_linear) {
635 AddExtensionString("GL_OES_texture_half_float_linear");
639 if (may_enable_chromium_color_buffer_float) {
640 static_assert(GL_RGBA32F_ARB == GL_RGBA32F &&
641 GL_RGBA32F_EXT == GL_RGBA32F &&
642 GL_RGB32F_ARB == GL_RGB32F &&
643 GL_RGB32F_EXT == GL_RGB32F,
644 "sized float internal format variations must match");
645 // We don't check extension support beyond ARB_texture_float on desktop GL,
646 // and format support varies between GL configurations. For example, spec
647 // prior to OpenGL 3.0 mandates framebuffer support only for one
648 // implementation-chosen format, and ES3.0 EXT_color_buffer_float does not
649 // support rendering to RGB32F. Check for framebuffer completeness with
650 // formats that the extensions expose, and only enable an extension when a
651 // framebuffer created with its texture format is reported as complete.
652 GLint fb_binding = 0;
653 GLint tex_binding = 0;
654 glGetIntegerv(GL_FRAMEBUFFER_BINDING, &fb_binding);
655 glGetIntegerv(GL_TEXTURE_BINDING_2D, &tex_binding);
657 GLuint tex_id = 0;
658 GLuint fb_id = 0;
659 GLsizei width = 16;
661 glGenTextures(1, &tex_id);
662 glGenFramebuffersEXT(1, &fb_id);
663 glBindTexture(GL_TEXTURE_2D, tex_id);
664 // Nearest filter needed for framebuffer completeness on some drivers.
665 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
666 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, width, 0, GL_RGBA,
667 GL_FLOAT, NULL);
668 glBindFramebufferEXT(GL_FRAMEBUFFER, fb_id);
669 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
670 GL_TEXTURE_2D, tex_id, 0);
671 GLenum statusRGBA = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
672 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, width, width, 0, GL_RGB,
673 GL_FLOAT, NULL);
674 GLenum statusRGB = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
675 glDeleteFramebuffersEXT(1, &fb_id);
676 glDeleteTextures(1, &tex_id);
678 glBindFramebufferEXT(GL_FRAMEBUFFER, static_cast<GLuint>(fb_binding));
679 glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(tex_binding));
681 DCHECK(glGetError() == GL_NO_ERROR);
683 if (statusRGBA == GL_FRAMEBUFFER_COMPLETE) {
684 validators_.texture_internal_format.AddValue(GL_RGBA32F);
685 feature_flags_.chromium_color_buffer_float_rgba = true;
686 AddExtensionString("GL_CHROMIUM_color_buffer_float_rgba");
688 if (statusRGB == GL_FRAMEBUFFER_COMPLETE) {
689 validators_.texture_internal_format.AddValue(GL_RGB32F);
690 feature_flags_.chromium_color_buffer_float_rgb = true;
691 AddExtensionString("GL_CHROMIUM_color_buffer_float_rgb");
695 // Check for multisample support
696 if (!workarounds_.disable_chromium_framebuffer_multisample) {
697 bool ext_has_multisample =
698 extensions.Contains("GL_EXT_framebuffer_multisample") ||
699 gl_version_info_->is_es3 ||
700 gl_version_info_->is_desktop_core_profile;
701 if (gl_version_info_->is_angle) {
702 ext_has_multisample |=
703 extensions.Contains("GL_ANGLE_framebuffer_multisample");
705 feature_flags_.use_core_framebuffer_multisample =
706 gl_version_info_->is_es3 || gl_version_info_->is_desktop_core_profile;
707 if (ext_has_multisample) {
708 feature_flags_.chromium_framebuffer_multisample = true;
709 validators_.frame_buffer_target.AddValue(GL_READ_FRAMEBUFFER_EXT);
710 validators_.frame_buffer_target.AddValue(GL_DRAW_FRAMEBUFFER_EXT);
711 validators_.g_l_state.AddValue(GL_READ_FRAMEBUFFER_BINDING_EXT);
712 validators_.g_l_state.AddValue(GL_MAX_SAMPLES_EXT);
713 validators_.render_buffer_parameter.AddValue(GL_RENDERBUFFER_SAMPLES_EXT);
714 AddExtensionString("GL_CHROMIUM_framebuffer_multisample");
718 if (!workarounds_.disable_multisampled_render_to_texture) {
719 if (extensions.Contains("GL_EXT_multisampled_render_to_texture")) {
720 feature_flags_.multisampled_render_to_texture = true;
721 } else if (extensions.Contains("GL_IMG_multisampled_render_to_texture")) {
722 feature_flags_.multisampled_render_to_texture = true;
723 feature_flags_.use_img_for_multisampled_render_to_texture = true;
725 if (feature_flags_.multisampled_render_to_texture) {
726 validators_.render_buffer_parameter.AddValue(
727 GL_RENDERBUFFER_SAMPLES_EXT);
728 validators_.g_l_state.AddValue(GL_MAX_SAMPLES_EXT);
729 validators_.frame_buffer_parameter.AddValue(
730 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT);
731 AddExtensionString("GL_EXT_multisampled_render_to_texture");
735 if (extensions.Contains("GL_OES_depth24") || gfx::HasDesktopGLFeatures() ||
736 gl_version_info_->is_es3) {
737 AddExtensionString("GL_OES_depth24");
738 feature_flags_.oes_depth24 = true;
739 validators_.render_buffer_format.AddValue(GL_DEPTH_COMPONENT24);
742 if (!workarounds_.disable_oes_standard_derivatives &&
743 (gl_version_info_->is_es3 ||
744 extensions.Contains("GL_OES_standard_derivatives") ||
745 gfx::HasDesktopGLFeatures())) {
746 AddExtensionString("GL_OES_standard_derivatives");
747 feature_flags_.oes_standard_derivatives = true;
748 validators_.hint_target.AddValue(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES);
749 validators_.g_l_state.AddValue(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES);
752 if (extensions.Contains("GL_OES_EGL_image_external")) {
753 AddExtensionString("GL_OES_EGL_image_external");
754 feature_flags_.oes_egl_image_external = true;
755 validators_.texture_bind_target.AddValue(GL_TEXTURE_EXTERNAL_OES);
756 validators_.get_tex_param_target.AddValue(GL_TEXTURE_EXTERNAL_OES);
757 validators_.texture_parameter.AddValue(GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES);
758 validators_.g_l_state.AddValue(GL_TEXTURE_BINDING_EXTERNAL_OES);
761 if (extensions.Contains("GL_OES_compressed_ETC1_RGB8_texture")) {
762 AddExtensionString("GL_OES_compressed_ETC1_RGB8_texture");
763 feature_flags_.oes_compressed_etc1_rgb8_texture = true;
764 validators_.compressed_texture_format.AddValue(GL_ETC1_RGB8_OES);
767 if (extensions.Contains("GL_AMD_compressed_ATC_texture")) {
768 AddExtensionString("GL_AMD_compressed_ATC_texture");
769 validators_.compressed_texture_format.AddValue(
770 GL_ATC_RGB_AMD);
771 validators_.compressed_texture_format.AddValue(
772 GL_ATC_RGBA_EXPLICIT_ALPHA_AMD);
773 validators_.compressed_texture_format.AddValue(
774 GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD);
777 if (extensions.Contains("GL_IMG_texture_compression_pvrtc")) {
778 AddExtensionString("GL_IMG_texture_compression_pvrtc");
779 validators_.compressed_texture_format.AddValue(
780 GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG);
781 validators_.compressed_texture_format.AddValue(
782 GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG);
783 validators_.compressed_texture_format.AddValue(
784 GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG);
785 validators_.compressed_texture_format.AddValue(
786 GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG);
789 // Ideally we would only expose this extension on Mac OS X, to
790 // support GL_CHROMIUM_iosurface and the compositor. We don't want
791 // applications to start using it; they should use ordinary non-
792 // power-of-two textures. However, for unit testing purposes we
793 // expose it on all supported platforms.
794 if (extensions.Contains("GL_ARB_texture_rectangle") ||
795 gl_version_info_->is_desktop_core_profile) {
796 AddExtensionString("GL_ARB_texture_rectangle");
797 feature_flags_.arb_texture_rectangle = true;
798 validators_.texture_bind_target.AddValue(GL_TEXTURE_RECTANGLE_ARB);
799 // For the moment we don't add this enum to the texture_target
800 // validator. This implies that the only way to get image data into a
801 // rectangular texture is via glTexImageIOSurface2DCHROMIUM, which is
802 // just fine since again we don't want applications depending on this
803 // extension.
804 validators_.get_tex_param_target.AddValue(GL_TEXTURE_RECTANGLE_ARB);
805 validators_.g_l_state.AddValue(GL_TEXTURE_BINDING_RECTANGLE_ARB);
808 #if defined(OS_MACOSX)
809 AddExtensionString("GL_CHROMIUM_iosurface");
810 #endif
812 // TODO(gman): Add support for these extensions.
813 // GL_OES_depth32
815 feature_flags_.enable_texture_float_linear |= enable_texture_float_linear;
816 feature_flags_.enable_texture_half_float_linear |=
817 enable_texture_half_float_linear;
819 if (extensions.Contains("GL_ANGLE_pack_reverse_row_order")) {
820 AddExtensionString("GL_ANGLE_pack_reverse_row_order");
821 feature_flags_.angle_pack_reverse_row_order = true;
822 validators_.pixel_store.AddValue(GL_PACK_REVERSE_ROW_ORDER_ANGLE);
823 validators_.g_l_state.AddValue(GL_PACK_REVERSE_ROW_ORDER_ANGLE);
826 if (extensions.Contains("GL_ANGLE_texture_usage")) {
827 feature_flags_.angle_texture_usage = true;
828 AddExtensionString("GL_ANGLE_texture_usage");
829 validators_.texture_parameter.AddValue(GL_TEXTURE_USAGE_ANGLE);
832 // Note: Only APPLE_texture_format_BGRA8888 extension allows BGRA8_EXT in
833 // ES3's glTexStorage2D. We prefer support BGRA to texture storage.
834 // So we don't expose GL_EXT_texture_storage when ES3 +
835 // GL_EXT_texture_format_BGRA8888 because we fail the GL_BGRA8 requirement.
836 // However we expose GL_EXT_texture_storage when just ES3 because we don't
837 // claim to handle GL_BGRA8.
838 bool support_texture_storage_on_es3 =
839 (gl_version_info_->is_es3 &&
840 enable_immutable_texture_format_bgra_on_es3) ||
841 (gl_version_info_->is_es3 &&
842 !enable_texture_format_bgra8888);
843 if (extensions.Contains("GL_EXT_texture_storage") ||
844 extensions.Contains("GL_ARB_texture_storage") ||
845 support_texture_storage_on_es3 ||
846 gl_version_info_->is_desktop_core_profile) {
847 feature_flags_.ext_texture_storage = true;
848 AddExtensionString("GL_EXT_texture_storage");
849 validators_.texture_parameter.AddValue(GL_TEXTURE_IMMUTABLE_FORMAT_EXT);
850 if (enable_texture_format_bgra8888)
851 validators_.texture_internal_format_storage.AddValue(GL_BGRA8_EXT);
852 if (enable_texture_float) {
853 validators_.texture_internal_format_storage.AddValue(GL_RGBA32F_EXT);
854 validators_.texture_internal_format_storage.AddValue(GL_RGB32F_EXT);
855 validators_.texture_internal_format_storage.AddValue(GL_ALPHA32F_EXT);
856 validators_.texture_internal_format_storage.AddValue(
857 GL_LUMINANCE32F_EXT);
858 validators_.texture_internal_format_storage.AddValue(
859 GL_LUMINANCE_ALPHA32F_EXT);
861 if (enable_texture_half_float) {
862 validators_.texture_internal_format_storage.AddValue(GL_RGBA16F_EXT);
863 validators_.texture_internal_format_storage.AddValue(GL_RGB16F_EXT);
864 validators_.texture_internal_format_storage.AddValue(GL_ALPHA16F_EXT);
865 validators_.texture_internal_format_storage.AddValue(
866 GL_LUMINANCE16F_EXT);
867 validators_.texture_internal_format_storage.AddValue(
868 GL_LUMINANCE_ALPHA16F_EXT);
872 bool have_ext_occlusion_query_boolean =
873 extensions.Contains("GL_EXT_occlusion_query_boolean");
874 bool have_arb_occlusion_query2 =
875 extensions.Contains("GL_ARB_occlusion_query2");
876 bool have_arb_occlusion_query =
877 extensions.Contains("GL_ARB_occlusion_query");
879 if (!workarounds_.disable_ext_occlusion_query &&
880 (have_ext_occlusion_query_boolean ||
881 have_arb_occlusion_query2 ||
882 have_arb_occlusion_query)) {
883 AddExtensionString("GL_EXT_occlusion_query_boolean");
884 feature_flags_.occlusion_query_boolean = true;
885 feature_flags_.use_arb_occlusion_query2_for_occlusion_query_boolean =
886 !have_ext_occlusion_query_boolean && have_arb_occlusion_query2;
887 feature_flags_.use_arb_occlusion_query_for_occlusion_query_boolean =
888 !have_ext_occlusion_query_boolean && have_arb_occlusion_query &&
889 !have_arb_occlusion_query2;
892 if (!workarounds_.disable_angle_instanced_arrays &&
893 (extensions.Contains("GL_ANGLE_instanced_arrays") ||
894 (extensions.Contains("GL_ARB_instanced_arrays") &&
895 extensions.Contains("GL_ARB_draw_instanced")) ||
896 gl_version_info_->is_es3)) {
897 AddExtensionString("GL_ANGLE_instanced_arrays");
898 feature_flags_.angle_instanced_arrays = true;
899 validators_.vertex_attribute.AddValue(GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE);
902 bool vendor_agnostic_draw_buffers =
903 extensions.Contains("GL_ARB_draw_buffers") ||
904 extensions.Contains("GL_EXT_draw_buffers");
905 if (!workarounds_.disable_ext_draw_buffers &&
906 (vendor_agnostic_draw_buffers ||
907 (extensions.Contains("GL_NV_draw_buffers") &&
908 gl_version_info_->is_es3) ||
909 gl_version_info_->is_desktop_core_profile)) {
910 AddExtensionString("GL_EXT_draw_buffers");
911 feature_flags_.ext_draw_buffers = true;
913 // This flag is set to enable emulation of EXT_draw_buffers when we're
914 // running on GLES 3.0+, NV_draw_buffers extension is supported and
915 // glDrawBuffers from GLES 3.0 core has been bound. It toggles using the
916 // NV_draw_buffers extension directive instead of EXT_draw_buffers extension
917 // directive in ESSL 100 shaders translated by ANGLE, enabling them to write
918 // into multiple gl_FragData values, which is not by default possible in
919 // ESSL 100 with core GLES 3.0. For more information, see the
920 // NV_draw_buffers specification.
921 feature_flags_.nv_draw_buffers = !vendor_agnostic_draw_buffers;
923 GLint max_color_attachments = 0;
924 glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &max_color_attachments);
925 for (GLenum i = GL_COLOR_ATTACHMENT1_EXT;
926 i < static_cast<GLenum>(GL_COLOR_ATTACHMENT0 + max_color_attachments);
927 ++i) {
928 validators_.attachment.AddValue(i);
930 static_assert(GL_COLOR_ATTACHMENT0_EXT == GL_COLOR_ATTACHMENT0,
931 "GL_COLOR_ATTACHMENT0_EXT should equal GL_COLOR_ATTACHMENT0");
933 validators_.g_l_state.AddValue(GL_MAX_COLOR_ATTACHMENTS_EXT);
934 validators_.g_l_state.AddValue(GL_MAX_DRAW_BUFFERS_ARB);
935 GLint max_draw_buffers = 0;
936 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &max_draw_buffers);
937 for (GLenum i = GL_DRAW_BUFFER0_ARB;
938 i < static_cast<GLenum>(GL_DRAW_BUFFER0_ARB + max_draw_buffers);
939 ++i) {
940 validators_.g_l_state.AddValue(i);
944 if (gl_version_info_->is_es3 ||
945 extensions.Contains("GL_EXT_blend_minmax") ||
946 gfx::HasDesktopGLFeatures()) {
947 AddExtensionString("GL_EXT_blend_minmax");
948 validators_.equation.AddValue(GL_MIN_EXT);
949 validators_.equation.AddValue(GL_MAX_EXT);
950 static_assert(GL_MIN_EXT == GL_MIN && GL_MAX_EXT == GL_MAX,
951 "min & max variations must match");
954 // TODO(dshwang): GLES3 supports gl_FragDepth, not gl_FragDepthEXT.
955 if (extensions.Contains("GL_EXT_frag_depth") || gfx::HasDesktopGLFeatures()) {
956 AddExtensionString("GL_EXT_frag_depth");
957 feature_flags_.ext_frag_depth = true;
960 if (extensions.Contains("GL_EXT_shader_texture_lod") ||
961 gfx::HasDesktopGLFeatures()) {
962 AddExtensionString("GL_EXT_shader_texture_lod");
963 feature_flags_.ext_shader_texture_lod = true;
966 #if !defined(OS_MACOSX)
967 if (workarounds_.disable_egl_khr_fence_sync) {
968 gfx::g_driver_egl.ext.b_EGL_KHR_fence_sync = false;
970 if (workarounds_.disable_egl_khr_wait_sync) {
971 gfx::g_driver_egl.ext.b_EGL_KHR_wait_sync = false;
973 #endif
974 if (workarounds_.disable_arb_sync)
975 gfx::g_driver_gl.ext.b_GL_ARB_sync = false;
976 bool ui_gl_fence_works = gfx::GLFence::IsSupported();
977 UMA_HISTOGRAM_BOOLEAN("GPU.FenceSupport", ui_gl_fence_works);
979 feature_flags_.map_buffer_range =
980 gl_version_info_->is_es3 ||
981 gl_version_info_->is_desktop_core_profile ||
982 extensions.Contains("GL_ARB_map_buffer_range") ||
983 extensions.Contains("GL_EXT_map_buffer_range");
985 // Really it's part of core OpenGL 2.1 and up, but let's assume the
986 // extension is still advertised.
987 bool has_pixel_buffers =
988 gl_version_info_->is_es3 ||
989 gl_version_info_->is_desktop_core_profile ||
990 extensions.Contains("GL_ARB_pixel_buffer_object") ||
991 extensions.Contains("GL_NV_pixel_buffer_object");
993 // We will use either glMapBuffer() or glMapBufferRange() for async readbacks.
994 if (has_pixel_buffers && ui_gl_fence_works &&
995 !workarounds_.disable_async_readpixels) {
996 feature_flags_.use_async_readpixels = true;
999 if (gl_version_info_->is_es3 ||
1000 extensions.Contains("GL_ARB_sampler_objects")) {
1001 feature_flags_.enable_samplers = true;
1002 // TODO(dsinclair): Add AddExtensionString("GL_CHROMIUM_sampler_objects")
1003 // when available.
1006 if ((gl_version_info_->is_es3 ||
1007 extensions.Contains("GL_EXT_discard_framebuffer")) &&
1008 !workarounds_.disable_discard_framebuffer) {
1009 // DiscardFramebufferEXT is automatically bound to InvalidateFramebuffer.
1010 AddExtensionString("GL_EXT_discard_framebuffer");
1011 feature_flags_.ext_discard_framebuffer = true;
1014 if (ui_gl_fence_works) {
1015 AddExtensionString("GL_CHROMIUM_sync_query");
1016 feature_flags_.chromium_sync_query = true;
1019 bool blend_equation_advanced_coherent =
1020 extensions.Contains("GL_NV_blend_equation_advanced_coherent") ||
1021 extensions.Contains("GL_KHR_blend_equation_advanced_coherent");
1023 if (blend_equation_advanced_coherent ||
1024 extensions.Contains("GL_NV_blend_equation_advanced") ||
1025 extensions.Contains("GL_KHR_blend_equation_advanced")) {
1026 const GLenum equations[] = {GL_MULTIPLY_KHR,
1027 GL_SCREEN_KHR,
1028 GL_OVERLAY_KHR,
1029 GL_DARKEN_KHR,
1030 GL_LIGHTEN_KHR,
1031 GL_COLORDODGE_KHR,
1032 GL_COLORBURN_KHR,
1033 GL_HARDLIGHT_KHR,
1034 GL_SOFTLIGHT_KHR,
1035 GL_DIFFERENCE_KHR,
1036 GL_EXCLUSION_KHR,
1037 GL_HSL_HUE_KHR,
1038 GL_HSL_SATURATION_KHR,
1039 GL_HSL_COLOR_KHR,
1040 GL_HSL_LUMINOSITY_KHR};
1042 for (GLenum equation : equations)
1043 validators_.equation.AddValue(equation);
1044 if (blend_equation_advanced_coherent)
1045 AddExtensionString("GL_KHR_blend_equation_advanced_coherent");
1047 AddExtensionString("GL_KHR_blend_equation_advanced");
1048 feature_flags_.blend_equation_advanced = true;
1049 feature_flags_.blend_equation_advanced_coherent =
1050 blend_equation_advanced_coherent;
1053 if (extensions.Contains("GL_NV_path_rendering")) {
1054 if (extensions.Contains("GL_EXT_direct_state_access") ||
1055 gl_version_info_->is_es3) {
1056 AddExtensionString("GL_CHROMIUM_path_rendering");
1057 feature_flags_.chromium_path_rendering = true;
1058 validators_.g_l_state.AddValue(GL_PATH_MODELVIEW_MATRIX_CHROMIUM);
1059 validators_.g_l_state.AddValue(GL_PATH_PROJECTION_MATRIX_CHROMIUM);
1063 if ((gl_version_info_->is_es3 || gl_version_info_->is_desktop_core_profile ||
1064 extensions.Contains("GL_EXT_texture_rg") ||
1065 extensions.Contains("GL_ARB_texture_rg")) &&
1066 IsGL_REDSupportedOnFBOs()) {
1067 feature_flags_.ext_texture_rg = true;
1068 AddExtensionString("GL_EXT_texture_rg");
1070 validators_.texture_format.AddValue(GL_RED_EXT);
1071 validators_.texture_format.AddValue(GL_RG_EXT);
1072 validators_.texture_internal_format.AddValue(GL_RED_EXT);
1073 validators_.texture_internal_format.AddValue(GL_RG_EXT);
1074 validators_.read_pixel_format.AddValue(GL_RED_EXT);
1075 validators_.read_pixel_format.AddValue(GL_RG_EXT);
1076 validators_.render_buffer_format.AddValue(GL_R8_EXT);
1077 validators_.render_buffer_format.AddValue(GL_RG8_EXT);
1079 texture_format_validators_[GL_RED_EXT].AddValue(GL_UNSIGNED_BYTE);
1080 texture_format_validators_[GL_RG_EXT].AddValue(GL_UNSIGNED_BYTE);
1082 if (enable_texture_float) {
1083 texture_format_validators_[GL_RED_EXT].AddValue(GL_FLOAT);
1084 texture_format_validators_[GL_RG_EXT].AddValue(GL_FLOAT);
1086 if (enable_texture_half_float) {
1087 texture_format_validators_[GL_RED_EXT].AddValue(GL_HALF_FLOAT_OES);
1088 texture_format_validators_[GL_RG_EXT].AddValue(GL_HALF_FLOAT_OES);
1092 #if !defined(OS_MACOSX)
1093 if (workarounds_.ignore_egl_sync_failures) {
1094 gfx::GLFenceEGL::SetIgnoreFailures();
1096 #endif
1099 bool FeatureInfo::IsES3Capable() const {
1100 if (gl_version_info_->IsAtLeastGLES(3, 0))
1101 return true;
1102 // TODO(zmo): For Desktop GL, with anything lower than 4.2, we need to check
1103 // the existence of a few extensions to have full WebGL 2 capabilities.
1104 if (gl_version_info_->IsAtLeastGL(4, 2))
1105 return true;
1106 #if defined(OS_MACOSX)
1107 // TODO(zmo): For experimentation purpose on MacOSX with core profile,
1108 // allow 3.2 or plus for now.
1109 if (gl_version_info_->IsAtLeastGL(3, 2))
1110 return true;
1111 #endif
1112 return false;
1115 void FeatureInfo::EnableES3Validators() {
1116 DCHECK(IsES3Capable());
1117 validators_.UpdateValuesES3();
1120 void FeatureInfo::AddExtensionString(const char* s) {
1121 std::string str(s);
1122 size_t pos = extensions_.find(str);
1123 while (pos != std::string::npos &&
1124 pos + str.length() < extensions_.length() &&
1125 extensions_.substr(pos + str.length(), 1) != " ") {
1126 // This extension name is a substring of another.
1127 pos = extensions_.find(str, pos + str.length());
1129 if (pos == std::string::npos) {
1130 extensions_ += (extensions_.empty() ? "" : " ") + str;
1134 FeatureInfo::~FeatureInfo() {
1137 } // namespace gles2
1138 } // namespace gpu